RECAP: WELP
[Sidequest:] However, before leaving they decide to explore the roads south of Bose as they hadn't done so before. To the south they find the Amberl Tower (covered in signs warding people from entering). They enter the tower and hear a scream from a familiar sounding voice. After fighting their way up the tower, they once again find Professor Alba, the archaelogist under attack by a horde of monsters. The bracers deftly handle the creatures and afterwards Schera, not-so-subtly threatens the professor to leave with their assistance. He obliges. The group then returns to Bose, collects their reward and continues along to Ravenue village.
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| You were all thinking it... |
Along the way they run into a another (asshole) bracer with red hair and a giant sword named Agate. Apparently he signed on to defeat the monster the gang took care of earlier and was surprised to see that the vanquishers were two sixteen year-olds. Estelle does not like Agate. With "pleasantries" and farewells exchanged, the group continues onward and arrives in Ravenue village.
After some searching, they find the boy Lewey by the pier. He explains that he actually saw two shadows, one large and one smaller, flying northwest over the town, one night. However, the military briefly searched, said "silly kids and their imaginations," and ignored his sighting. Schera and Joshua figure that the boy's sightings make sense and decide to investigate more thoroughly.
Northwest of town they discover a large abandoned mine with some air flowing from it, leading the gang to speculate that there could be a separate exit that a pair of airships might've entered through. However, the mine entrance is locked with an old, but sturdy padlock. Estelle wants to break it open, but Schera suggests
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| Estelle has the best lines in this game. Period. |
The gang then leaves the village and returns to the mine, which they now open. Inside of the mine the bracers finally find the stolen airships, as well as Kyle and some nameless Capua family mooks. They manage to eavesdrop on the Capuas and overhear them worrying about hostages. Then leap from the brush, say one of the greatest lines in the history of anything, and engage the theives/captors. Thanks to the inordinate amount of time the bracers spent completing tasks, the bandits pose absolutely no threat and go down like a fresh sack of potatoes. Kyle panics and deploys a smokebomb to flee via their smaller airship, leaving the Linde behind. The gang then investigates the passenger vessel. Unfortunately, the entire ship has been picked dry and the hostages are nowhere to be found. However, they manage to piece together some possible locations that the airship might've flown to based on its physical size, as well as the fact that the army has a Capua family mole in it (based on Kyle's barely disguised commentary). Slightly sullen they decide to report their findings to the mayor.
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| Though the NPCs are no slouch either. Seriously, you have no idea how hard it was to choose screenshots. |
As if their luck couldn't get any worse, however, the military shows up with General Morgan who surrounds the gang and orders their arrest. The gang is transported to a prison cell at Haken gate, where they unfortunately run into Olivier in the adjacent cell. He loquaciously explains that he drank an establishment's extraordinarily expensive wine
Back in Bose, Maybelle asks the group to continue their investigation by talking to the citizens of the south block who were recently hit by a crime spree. She also entrusts Olivier to their care. Groans were had. [In case you were wondering] The group then stops by the bracer guild to collect their pay thus far, and once again runs into Anelace who clues them in that she was the one who indirectly alerted the mayor of their capture. They thank her, and then head to the south block.
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| *Sigh* Can't you just feel the love? |
Shortly after beginning their investigation, the group is (very poorly) told by the army to cease their investigation, and eventually is threatened with arrest. Just as things are about to turn violent however, a reasonable army commander named Colonel Richards appears, chastises the soldiers for being so unhelpful, and grants the group free reign to continue their investigation. What a swell guy. So, after finally having some freedom, the group talks to some civilians and finds a woman who claims her good-for-nothing fisherman husband saw something while fishing. Conveniently, the layabout walks in during the conversation, and grants the bracers some
Breadth and Such
I have a confession to make: After finishing each of my play sessions, I read a Something Awful Let's Play of this game to review everything I just experienced. It seems sensible, but in doing so, I've been gathering a bit more information about the world and sidequests than I'd normally be privy to. For
instance, the sidequest with Alba was actually unlisted and nothing in the game compels you to head south at that point in time other than base curiosity. I would have completely missed it had I not read about it in that Let's Play. I'm still ignorant as to whether it has any further plot relevance though, thankfully I (also) learned that there are only five quests like that in the game. However, though the existence of these secret quests goes against what I thought this game stood for, they gave me a bit more insight into what kind of experience the devs were trying to craft.
Thus far, the game's main quest objectives are all clearly explained by the story, reiterated by the characters, and written inside of a journal the player can bring up at any point. So making story progress is never an obstacle. Sidequests are all written explicitly on the bracers board, and have their own unique characters and dialogue that often illuminates more about the surrounding environment and rewards the player with money and valuables (weapons, accessories, quartz, experience, etc.) for completing them. Thus, grinding for anything is never necessary. There are also hidden sidequests which aren't listed, but seem to tie into the actual plot (or sub plots?), but the physical rewards aren't as useful (yet) as those of regular quests. And finally, by talking to the NPCs you can learn more about where you are, the protagonists, the antagonists, the NPCs themselves, and the world in
general.
I was initially off-put by the existence of the hidden sidequests as it mean that the game could not be completely beaten without a guide, but upon further reflection, I've shifted to thinking that these vignettes actually fantastic in that they serve as a means of satisfying one's curiosity, and validate the spirit of exploration the game tries so hard to inspire. In the first town, I left no stone unturned, talking to every NPC, checking every room, and walking along every nearby road I could. And every time I found something that validated my ventures; some extra context about the world, witty dialogue, treasure chests, and more. When I entered Bose however, I changed my approach to simply following the guild quests because I noticed that (in Rolent) they took me to every nearby location anyayw. But, that little bit of metagaming actually worked against me, as had I continued with my initial level of diligence and curiosity I would have found the hidden sidequest without looking at the let's play.
So based on alllll of this stuff, my diagnosis is that this game is fucking amazing designed to reward players for exploring this world's depths in every sense of the word, but it doesn't force you to explore it at all. Which is truly surprising in that there's so damn much effort put into. I mean let's look at Anelace for a moment: She's an NPC with a portrait and is not in your way so you have to actually look for her, twice. BUT, if you talk to her, she fills in some more details on Schera's background by reminiscing over them being a part of the same team, further elucidates just how famous Cassius is, and fills in a potential plot-hole by explaining how the mayor learned the bracers were thrown in prison.
And this is entirely OPTIONAL! Anelace is not a future party member nor antagonist. To those who don't play RPGs, this kind of interaction may seem par for the course, but you really don't see this level of import given to non-story related characters anymore. It really goes to show just how much this genre has lost in the last console generation, and more importantly, how much more effort could be put into establishing organic environments.
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| I wouldn't be surprised if Alba had a few Darwin Awards |
Thus far, the game's main quest objectives are all clearly explained by the story, reiterated by the characters, and written inside of a journal the player can bring up at any point. So making story progress is never an obstacle. Sidequests are all written explicitly on the bracers board, and have their own unique characters and dialogue that often illuminates more about the surrounding environment and rewards the player with money and valuables (weapons, accessories, quartz, experience, etc.) for completing them. Thus, grinding for anything is never necessary. There are also hidden sidequests which aren't listed, but seem to tie into the actual plot (or sub plots?), but the physical rewards aren't as useful (yet) as those of regular quests. And finally, by talking to the NPCs you can learn more about where you are, the protagonists, the antagonists, the NPCs themselves, and the world in
![]() |
| One time NPCs with personalities, commented on by other NPCs. Is this really too much to ask for, David Gaider? |
I was initially off-put by the existence of the hidden sidequests as it mean that the game could not be completely beaten without a guide, but upon further reflection, I've shifted to thinking that these vignettes actually fantastic in that they serve as a means of satisfying one's curiosity, and validate the spirit of exploration the game tries so hard to inspire. In the first town, I left no stone unturned, talking to every NPC, checking every room, and walking along every nearby road I could. And every time I found something that validated my ventures; some extra context about the world, witty dialogue, treasure chests, and more. When I entered Bose however, I changed my approach to simply following the guild quests because I noticed that (in Rolent) they took me to every nearby location anyayw. But, that little bit of metagaming actually worked against me, as had I continued with my initial level of diligence and curiosity I would have found the hidden sidequest without looking at the let's play.
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| A+ and 2 gold stars Falcom |
And this is entirely OPTIONAL! Anelace is not a future party member nor antagonist. To those who don't play RPGs, this kind of interaction may seem par for the course, but you really don't see this level of import given to non-story related characters anymore. It really goes to show just how much this genre has lost in the last console generation, and more importantly, how much more effort could be put into establishing organic environments.
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| I love you all |
Last: #5 Dammit, I Can't Keep Covering for You, Woman! NEXT: [Available 2/9/2015]








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